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dapperdog

Dragon Scholar
Joined 07/29/2019 Achieve Points 1890 Posts 5679

dapperdog's Comments

  • For it to essentially have 'charge', the wording as to be as per Neeru's card description; 'each turn' or otherwise it would just go to sleep at the start of your turn and if your opponent clears it when it appears at the start of his turn.

    Too bad it isn't. I still think the card description on Neeru should be explicit that the portal only summons at the end of your turn. At least the portal will be shown when you scroll over it on the card collection book.

  • Burning Blade Portal - Forged in the Barrens Hearthstone Cards - Out of  Cards

    Just in case anyone is interested in looking at it.

  • Soul Rend will likely turn out to be Barren's winner of the 'Lady Liadrin Reveal' Award since its obviously a complete trash of a card before Neeru Fireblade was revealed, because let's be honest, this card will never see play without some sort of Neeru shenanigans involved. It'll likely be one of the key cards of this kind of deck, since you can just tutor Neeru out with Free Admission and then proceed to burn the shit out of your deck, and destroy your opponent's board in the process.

    Aside from Refreshing Spring Water, I pretty much agree with the top listed. Guff Runetotem should be in top 10 in my opinion.

    In reply to Forged in the Barrens
  • One important bit is to get that free legendary card on the track on day 1 so you'll be better informed when you make crafting decisions. Its up at about 5750 xp, which would be obtainable from the xp gained from all three weeklies.

  • From celestalon;

    https://twitter.com/Celestalon/status/1376017145050492928

    So, no. There's no quest reset.

  • So the damage your opponent will take would be equal to 6 minus whatever health is left of the minion, regardless of the Mo'arg Artificer's effect right? From that logic, then the damage the minion will take would be equal to its remaining health multiplied by 2.

    I guess its obvious this interaction wouldn't work or otherwise this card would be the most dangerous face damage card ever printed.

  • I suppose one reason could be that the horse in Galloping Savior is another horse coming to his rescue after the brown one threw him over. The odd chance of this happening is the same exact amount as your opponent playing three cards in one turn.

  • Quote From Suchti0352

    That Deathstrider Bug has actually been fixed in the latest patch. "Fixed a Duels bug where the Deathstrider Treasure could cause crashes when triggering multiple Deathrattles."

    Nice to know its been fixed, because I can't help but feel that Ive been robbed a victory that day.

  • Probably not. Darkmoon took a whole month before it stabilized. Even something as crucial as the daily quests being missing took somewhere around 2 weeks before they released a patch for it, and then we waited for around a week before compensation was provided. Some bugs still remain like the Deathstrider bug in duels. I think its been there for somewhere around 2 months now.

    So am I optimistic that anything gets fixed by then? No. Wouldn't be too surprised to find more bugs when Barrens gets released. Just hoping that no game breaking bugs are going to take away the fun from the expansion.

  • Waggle Pick lost its groove when Leeroy Jenkins got HoF. I remember trying to make this work again a few months back but found that there's no longer any real pay off cards to pair it with. Doesn't help that aggro these days can fire you down pretty quick and a 4 mana weapon is simply too slow for a class that can't heal nowadays.

    The one card in this list I would not be missing whatsoever would be Exotic Mountseller. Its always going to be Mukla and Diving Gryphon for my opponent and Desert Hare for me, insn't it rng gods?

  • The only one that I know is that Warglaives of Azzinoth had an earlier, less broken version that if Im not mistaken is still used by Illidan in the game tutorial;

    Warglaive of Azzinoth Card Image

    Yes, this is actually just Warglaive of Azzinoth, as in just one of them. He also used another 6 mana weapon;

    Dual Warglaives Card Image

    And then we were introduced Warglaives of Azzinoth, one of the most infuriating weapon to ever be printed...that is until it got nerfed. But hey, its getting a slight buff in the core set, so we'll see if it still holds up to its legacy.

    Warglaives of Azzinoth - Cards - Hearthstone

    If just one of these glaives only deal 2 damage...so why does two blades then deal 3? But that's a story for another time.

  • Dealing with mage is probably the high bar for most decks in Barrens. Wildfire literally makes it near impossible without some sort of late game burst or really early board flood. Once that hp reaches 3 damage and you haven't have mage on the ropes yet the game is just over.

    I would be greatly surprised if mage isn't top of the tier, or at least in 2nd place.

  • Its really a throw back to the earlier days when sticking a 4 mana 8/8 or a Twilight Drake can literally decide games. The reason why it seems shallow is likely because it was a simpler time when there's very few answers available to each class. Its no wonder that a 4/5 on 4 was back then considered a strong play, and that zoolock playing a group of trash minions can still win, backed up by a noticeably powerful hero power. I like it, quite a lot actually. 

    I would say that simple doesn't always mean shallow. For one thing its actually possible to me to read most of the game, and expect a certain combination of cards from my opponent every turn and plan (or die) accordingly. Card advantage is now a thing, since you don't really have many options to actually draw cards so every one counts. Initiative is a thing, and worth spending resources in gaining. And let's not forget, there are still very skill testing decks around in classic like miracle rogue, or worgen warrior, always a turn away from winning or dying.

    Yes, there is in fact a limit to how much variety there is, and there are still a good amount of bs present like Leeroy at 4 mana, miracle rogue bs, double Ice Block, Wild Growth on 2. But any complains I have are washed aside by that smirk on my face when I have double Molten Giants with Alex in hand as my opponent gayly chips my health away.

    At least for now, classic feels fresh. A nice little way for me to pass my time as I wait for Barrens to be released. At least if standard fks up royally at any time in the expansions, there's always still a place for me to go and cry in.

  • Its likely set back to when before darkmoon was launched, but I can't confirm this.

    Ive played through to turn 6, conceded because my situation was hopeless, had like 20+ health, but did not count towards quest progression.

    From what I've seen, you either hit turn 10, or have your health below a specific point, likely 15 and below (its likely lower) before it starts counting.

    Edit: just thought I should point out that before this patch you can absolutely just concede immediately in casuals and have that count towards your quest progression.

  • Not really sure about meeting guys with basic cards in casuals. Could be that its someone trying out something that specifically uses more basic cards. Without a larger sample size, that's my best guess.

    As for your second inquiry. Its likely you played Nature Studies the turn prior, which will explain why Innervate remains at 0 mana despite your opponent playing Cult Neophyte and everything went up after playing it.

  • That is interesting. It could be because we've never had something that specifically discards certain cards twice before so these kinda interactions have never really been seen. Perhaps all discards are actually calculated separated from one another, but I'd imagine that to be the case. Never really tried this interaction before myself.

  • From what I noticed there's this red arrow in the center where you can see your number of wins;

    Best Duels Starter Decks For All Classes - Duels Season 1 (Wizard Duels) 12  Wins Deck Lists - Hearthstone Top Decks

    The arrow will move towards your right every time you score a win, and will come full circle on 12 wins.

    This is not the case for casuals, which the arrow is not present at all.

  • I'm actually more surprised that you implied, through that 1 mana 5/4 card, that dhunters got the lion's share of good cards this time round, cause aside from Fury (Rank 1), this is perhaps the weakest set of cards I've ever seen them have, and considering that the core set rotation will take away so much from them I had expected team5 to gut them less painfully.

    In any case, you are right to point out that Rancor is a weak board clear option, or what I would call 'fair'. But if AoE is what youre looking for Brawl is still here and isn't really going to be topped anytime soon (if ever). Aside from brawl there's also Lord Barov, which incidentally pairs well with this card the same way equality+consecration does. Looking at it from another perspective, perhaps rancor is simply designed for another purpose. You can't skipper+armorsmith anymore, and Shield Block's gone, so this card might actually fill that niche better than any of us can imagine.

    Besides, save your rancor for later. When Barrens is released, I'd be expecting full on hate for mage and murloc shaman everywhere.

  • So I watched some of the streams, mostly Kiblers. Here's some thoughts (I know some people hate this, so click on spoilers below at your own volition)

    Show Spoiler

    - Mage looks really busted, especially if the games drag. Wildfire and Mordresh Fire Eye more or less finishes every game of mage I saw. Guess hitting both face and board for 10 is kinda busted. Who'd knew. Couple that with so much discover options from mage, there's a legit chance you can get your hp to hit upwards to 3-4 damage on average, and that's insane. The only time mage seems to suffer is against aggro, but that really goes without saying. Needless to say, if mage is tier 1 for the first month I'd expect some nerfs incoming for wildfire in particular.

    - Warrior and paladin looks solid. There's kinda a lot of things you can get warrior to do now, from copying rush to massive taunts. As for paladin, if you're playing secrets, having Sword of the Fallen is pretty much the only thing you want off your mulligan because every time I see this on 2 its kinda busted.

    - Rogue is a mixed bag, since everyone is trying lots of new stuff. What I saw however, was how stupidly powerful wicked stab was (fully upgraded it deals 6 for 2). Efficient Octo-bot is predictably powerful and scary. Swinetusk Shank is alright, but I still think its just worse than SSS.

    - Shaman. Elementals or murlocs. Murloc builds are fast, like really fast. If they curve out 1-2-3 you just lost the game. There's actually quite a good deal of midgame elementals to be honest, I think I'll be jumping in on a few midrange shaman myself. Don't expect too much though. Shaman still cant draw to save their life, so you clear their board once and that's pretty much it.

    - Priest looks poor, but that's more or less always the case the first few weeks anyway. Warlock also looked pretty beaten, especially with so many guys trying to make Neeru Fireblade work in all sort of weird decks. I think Neeru only really functions well with less minions in the deck, so you can just tutor him out with Free Admission and then proceed to burn your opponent's and your deck fast.

    - Dhunters with deathrattles can hold their own, but is slow and I kinda think this is not really going to make any waves.

     

    Well, see you guys when Barrens come out next week.